Monsters

Animals

This section provides statistics and basic information for
many common kinds of mundane animals. These creatures generally operate
on instinct, driven by simple needs such as food and reproduction. Most
animals, even predators, do not attack unless they or their young are
threatened.

Animals are not capable of detailed reasoning, although with
the Handle Animal skill it is possible to tame an animal and teach it
to perform certain tricks.

Some herbivorous animals do not normally use their natural
weapons to attack. As such, their natural weapons are treated as
secondary attacks. The animal’s attack and damage entries note this
fact, with an explanatory footnote.

Animal Traits: An animal possesses the following traits
(unless otherwise noted in a creature’s entry).

—Intelligence score of 1 or 2 (no creature with an
Intelligence score of 3 or higher can be an animal).

—Low-light vision.

—Alignment: Always neutral. Animals are not governed by a
human sense of morality.

The badger is a furry animal with a squat, powerful body. Its
strong forelimbs are armed with long claws for digging.

An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

Combat

Badgers attack with their sharp claws and
teeth.

Rage (Ex): A badger that takes damage in combat flies
into a berserk rage on its next turn, clawing and biting madly until
either it or its opponent is dead. It gains +4 to Strength, +4 to
Constitution, and –2 to Armor Class. The creature cannot end its rage
voluntarily.

These massive carnivores weigh more than 1,800 pounds and
stand nearly 9 feet tall when they rear up on their hind legs. They are
bad-tempered and territorial. The brown bear’s statistics can be used
for almost any big bear, including the grizzly.

Combat

A brown bear attacks mainly by tearing at
opponents with its claws.

Improved Grab (Ex): To use this ability, a brown bear
must hit with a claw attack. It can then attempt to start a grapple as
a free action without provoking an attack of opportunity.

Combat

Improved Grab (Ex): To use this ability, a polar bear
must hit with a claw attack. It can then attempt to start a grapple as
a free action without provoking an attack of opportunity.

Skills: A polar bear has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight
line. *A polar bear’s white coat bestows a +12 racial bonus on Hide
checks in snowy areas.

These herd animals can be aggressive when protecting young and
during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9
to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics
can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of
bison flees as a group in a random direction (but always away from the
perceived source of danger). They literally run over anything of Large
size or smaller that gets in their way, dealing 1d12 points of damage
for each five bison in the herd (Reflex DC 18 half ). The save DC is
Strength-based.

Combat

Cats prefer to sneak up on their prey.

Skills: Cats have a +4 racial bonus on Climb, Hide, and
Move Silently checks and a +8 racial bonus on Jump checks. Cats have a
+8 racial bonus on Balance checks. They use their Dexterity modifier
instead of their Strength modifier for Climb and Jump checks. *In areas
of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Cheetahs are swift feline predators of the plains. A cheetah
is 3 to 5 feet long and weighs 110 to 130 pounds.

Combat

Cheetahs make sudden sprints to bring down
prey.

Trip (Ex): A cheetah that hits with a claw or bite
attack can attempt to trip the opponent (+3 check modifier) as a free
action without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot react to trip
the cheetah.

Sprint (Ex): Once per hour, a cheetah can move ten
times its normal speed (500 feet) when it makes a charge.

Crocodiles are aggressive predators 11 to 12 feet long. They
lie mostly submerged in rivers or marshes, with only their eyes and
nostrils showing, waiting for prey to come within reach.

Combat

Improved Grab (Ex): To use this
ability, a crocodile must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, the crocodile establishes a
hold on the opponent with its mouth and drags it into deep water,
attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a
number of rounds equal to 4 x its Constitution score before it risks
drowning.

Skills: A crocodile has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight
line.

*A crocodile gains a +4 racial bonus on Hide checks when in
the water. Further, a crocodile can lie in the water with only its eyes
and nostrils showing, gaining a +10 cover bonus on Hide checks.

This category includes working breeds such as collies,
huskies, and St. Bernards.

Carrying Capacity: A light load for a riding dog is up
to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300
pounds. A riding dog can drag 1,500 pounds.

Combat

If trained for war, these animals can make
trip attacks just as wolves do (see the Wolf entry). A riding dog can
fight while carrying a rider, but the rider cannot also attack unless
he or she succeeds on a Ride check.

Skills: Riding dogs have a +4 racial bonus on Jump
checks.

*Riding dogs have a +4 racial bonus on Survival checks when
tracking by scent.

Massive herbivores of tropical lands, elephants are
unpredictable creatures but nevertheless are sometimes used as mounts
or beasts of burden.

This entry describes an African elephant. Indian elephants are
slightly smaller and weaker (Strength 28), but more readily trained
(Wisdom 15). These statistics can also represent prehistoric creatures
such as mammoths and mastodons.

Combat

Combat

A horse not trained for war does not normally
use its hooves to attack. Its hoof attack is treated as a secondary
attack and adds only half the horse’s Strength bonus to damage. (These
secondary attacks are noted with an asterisk in the Attack and Full
Attack entries for the heavy horse and the light horse.)

The statistics presented here describe large breeds of working
horses such as Clydesdales. These animals are usually ready for heavy
work by age three. A heavy horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a heavy horse is up
to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600
pounds. A heavy horse can drag 3,000 pounds.

The statistics presented here describe smaller breeds of
working horses such as quarter horses and Arabians as well as wild
horses. These animals are usually ready for useful work by age two. A
light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up
to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450
pounds. A light horse can drag 2,250 pounds.

These animals are similar to heavy horses but are trained and
bred for strength and aggression. A heavy warhorse can fight while
carrying a rider, but the rider cannot also attack unless he or she
succeeds on a Ride check.

Carrying Capacity: A light load for a heavy warhorse is
up to 300 pounds; a medium load, 301–600 pounds; and a heavy load,
601–900 pounds. A heavy warhorse can drag 4,500 pounds.

These animals or similar to light horses but are trained and
bred for strength and aggression. They usually are not ready for
warfare before age three. A light warhorse can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a
Ride check.

Carrying Capacity: A light load for a light warhorse is
up to 230 pounds; a medium load, 231–460 pounds; and a heavy load,
461–690 pounds. A light warhorse can drag 3,450 pounds.

Hyenas are pack hunters infamous for their cunning and their
unnerving vocalizations. The statistics presented here are for a
striped hyena, which is about 3 feet long and weighs about 120 pounds.

Combat

A favorite tactic is to send a few individuals
against the foe’s front while the rest of the pack circles and attacks
from the flanks or rear.

Trip (Ex): A hyena that hits with its bite attack can
attempt to trip the opponent (+2 check modifier) as a free action
without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the hyena.

Skills: *Hyenas have a +4 racial bonus on Hide checks
in areas of tall grass or heavy undergrowth.

These jungle cats are about 4 feet long and weigh about 120
pounds. They usually hunt at night.

The statistics presented here can describe any feline of
similar size, such as jaguars, panthers, and mountain lions.

Combat

Improved Grab (Ex): To use this
ability, a leopard must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and
can rake.

Pounce (Ex): If a leopard charges a foe, it can make a
full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks
and a +4 racial bonus on Hide and Move Silently checks. Leopards have a
+8 racial bonus on Balance and Climb checks. A leopard can always
choose to take 10 on a Climb check, even if rushed or threatened.

The statistics presented here describe a male African lion,
which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are
slightly smaller but use the same statistics.

Combat

Pounce (Ex): If a lion charges a foe,
it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must
hit with its bite attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can rake.

The statistics presented here describe small, nonvenomous
lizards of perhaps a foot or two in length, such as an iguana.

Combat

Lizards prefer flight to combat, but they can
bite painfully if there is no other option.

Skills: Lizards have a +8 racial bonus on Balance
checks. They also have a +8 racial bonus on Climb checks and can always
choose to take 10 on Climb checks, even if rushed or threatened.
Lizards use their Dexterity modifier instead of their Strength modifier
for Climb checks.

This category includes fairly large, carnivorous lizards from
3 to 5 feet long.

Combat

Monitor lizards can be aggressive, using their
powerful jaws to tear at prey or enemies.

Skills: A monitor lizard has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims
in a straight line.

These fish are nonaggressive and generally avoid contact with
other creatures. They filter plankton and similar small organisms from
the water through their gaping, toothless maws.

Combat

*If threatened, a manta ray uses its size and
weight to ram opponents. This is treated as a secondary attack.

Skills: A manta ray has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight
line.

The statistics presented here can describe any arboreal monkey
that is no bigger than a housecat, such as a colobus or capuchin.

Combat

Monkeys generally flee into the safety of the
trees, but if cornered can fight ferociously.

Skills: Monkeys have a +8 racial bonus on Balance and
Climb checks. They can always choose to take 10 on Climb checks, even
if rushed or threatened. They use their Dexterity modifier instead of
their Strength modifier for Climb checks.

These bottom-dwelling sea creatures are dangerous only to
their prey. If disturbed, they usually try to escape.

Combat

Improved Grab (Ex): To use this
ability, an octopus must hit an opponent of any size with its arms
attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of
jet-black ink 10 feet high by 10 feet wide by 10 feet long once per
minute as a free action. The cloud provides total concealment, which
the octopus normally uses to escape a losing fight. All vision within
the cloud is obscured.

Jet (Ex): An octopus can jet backward once per round as
a full-round action, at a speed of 200 feet. It must move in a straight
line, but does not provoke attacks of opportunity while jetting.

Skills: An octopus can change colors, giving it a +4
racial bonus on Hide checks.

An octopus also can squeeze and contort its body, giving it a
+10 racial bonus on Escape Artist checks.

An octopus has a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. It can always choose to take 10
on a Swim check, even if distracted or endangered. It can use the run
action while swimming, provided it swims in a straight line.

These creatures are aggressive and territorial hunters, with
arms reaching 10 feet or more in length. Their tentacles are studded
with barbs and sharp-edged suckers.

Combat

An opponent can attack a giant octopus’s
tentacles with a sunder attempt as if they were weapons. A giant
octopus’s tentacles have 10 hit points each. If a giant octopus is
currently grappling a target with the tentacle that is being attacked,
it usually uses another limb to make its attack of opportunity against
the opponent making the sunder attempt. Severing one of a giant
octopus’s tentacles deals 5 points of damage to the creature. A giant
octopus usually withdraws from combat if it loses four tentacles. The
creature regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, a giant
octopus must hit an opponent of any size with a tentacle attack. It can
then attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a
hold and can constrict.

Ink Cloud (Ex): A giant octopus can emit a cloud of
jet-black ink 20 feet high by 20 feet wide by 20 feet long once per
minute as a free action. The cloud provides total concealment, which
the octopus normally uses to escape a losing fight. All vision within
the cloud is obscured.

Jet (Ex): A giant octopus can jet backward once per
round as a full-round action, at a speed of 200 feet. It must move in a
straight line, but does not provoke attacks of opportunity while
jetting.

Skills: A giant octopus can change colors, giving it a
+4 racial bonus on Hide checks.

A giant octopus also can squeeze and contort its body, giving
it a +10 racial bonus on Escape Artist checks.

A giant octopus has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can use
the run action while swimming, provided it swims in a straight line.

Porpoises are mammals that tend to be playful, friendly, and
helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160
pounds. The statistics presented here can describe any small whale of
similar size.

Combat

Blindsight (Ex): Porpoises can “see” by
emitting high-frequency sounds, inaudible to most other creatures, that
allow them to locate objects and creatures within 120 feet. A silence
spell negates this and forces the porpoise to rely on its vision, which
is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a
number of rounds equal to 6 x its Constitution score before it risks
drowning.

Skills: A porpoise has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight
line. *A porpoise has a +4 racial bonus on Spot and Listen checks.
These bonuses are lost if its blindsight is negated.

Combat

Rats usually run away. They bite only as a
last resort.

Skills: Rats have a +4 racial bonus on Hide and Move
Silently checks, and a +8 racial bonus on Balance, Climb, and Swim
checks. A rat can always choose to take 10 on Climb checks, even if
rushed or threatened.

A rat uses its Dexterity modifier instead of its Strength
modifier for Climb and Swim checks.

A rat has a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.

The rhinoceros is infamous for its bad temper and willingness
to charge intruders.

The statistics presented here are based on the African black
rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder,
and weighs up to 6,000 pounds. These statistics can describe any
herbivore of similar size and similar natural weapons (antlers, horns,
tusks, or the like).

Combat

When it is harassed or annoyed, a rhinoceros
lowers its head and charges.

Powerful Charge (Ex): A rhinoceros deals 4d6+24 points
of damage when it makes a charge.

These carnivorous fish are aggressive and liable to make
unprovoked attacks against anything that approaches them.

Smaller sharks are from 5 to 8 feet long and not usually
dangerous to creatures other than their prey. Large sharks can reach
around 15 feet in length and are a serious threat. Huge sharks are true
monsters, like great whites, that can exceed 20 feet in length.

Combat

Sharks circle and observe potential prey, then
dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures
underwater within a 30-foot radius. This ability works only when the
shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent
in a 180-foot radius and detect blood in the water at ranges of up to a
mile.

Skills: A shark has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight
line.

Skills: Snakes have a +4 racial bonus on Hide, Listen,
and Spot checks and a +8 racial bonus on Balance
and Climb
checks. A snake
can always choose to take 10 on a Climb check, even if rushed or
threatened. Snakes use either their Strength modifier or Dexterity
modifier for Climb checks, whichever is higher. A snake has a +8 racial
bonus on any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line.

Improved Grab (Ex): To use this ability, a constrictor
snake must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold and can constrict.

These creatures range widely in size. They are not
particularly aggressive, but will often lash out with a bite attack
before attempting to retreat.

Combat

Viper snakes rely on their venomous bite to
kill prey and defend themselves.

Poison (Ex): A viper snake has a poisonous bite that
deals initial and secondary damage of 1d6 Con. The save DC varies by
the snake’s size, as shown on the table below. The save DCs are
Constitution-based.

These free-swimming mollusks are fairly aggressive. They are
more feared than sharks in some locales.

Combat

Improved Grab (Ex): To use this
ability, a squid must hit an opponent of any size with its arms attack.
It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and automatically deals bite damage. *A squid has a
+4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black
ink 10 feet high by 10 feet wide by 10 feet long once per minute as a
free action. The cloud provides total concealment, which the squid
normally uses to escape a losing fight. All vision within the cloud is
obscured.

Jet (Ex): A squid can jet backward once per round as a
full-round action, at a speed of 240 feet. It must move in a straight
line, but does not provoke attacks of opportunity while jetting.

Skills: A squid has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight line

These voracious creatures can have bodies more than 20 feet
long and attack almost anything they meet.

Combat

An opponent can attack a giant squid’s
tentacles with a sunder attempt as if they were weapons. A giant
squid’s tentacles have 10 hit points each. If a giant squid is
currently grappling a target with the tentacle that is being attacked,
it usually uses another limb to make its attack of opportunity against
the opponent making the sunder attempt. Severing one of a giant squid’s
tentacles deals 5 points of damage to the creature. A giant squid
usually withdraws from combat if it loses five tentacles. The creature
regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, a giant squid
must hit an opponent of any size with a tentacle attack. It can then
attempt to start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it establishes a hold and
can constrict.

*A giant squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A giant squid can emit a cloud of
jet-black ink 20 feet high by 20 feet wide by 20 feet long once per
minute as a free action. The cloud provides total concealment, which
the squid normally uses to escape a losing fight. All vision within the
cloud is obscured.

Jet (Ex): A giant squid can jet backward once per round
as a full-round action, at a speed of 320 feet. It must move in a
straight line, but does not provoke attacks of opportunity while
jetting.

Skills: A giant squid has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight
line.

These great cats stand more than 3 feet tall at the shoulder
and are about 9 feet long. They weigh from 400 to 600 pounds.

Combat

Improved Grab (Ex): To use this
ability, a tiger must hit with a claw or bite attack. It can then
attempt to start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it establishes a hold and
can rake.

Pounce (Ex): If a tiger charges a foe, it can make a
full attack, including two rake attacks.

These little mammals are aggressive predators but usually
confine themselves to smaller prey. The statistics presented here can
also apply to ferrets.

Combat

Attach (Ex): If a weasel hits with a
bite attack, it uses its powerful jaws to latch onto the opponent’s
body and automatically deals bite damage each round it remains
attached. An attached weasel loses its Dexterity bonus to Armor Class
and has an AC of 12. An attached weasel can be struck with a weapon or
grappled itself. To remove an attached weasel through grappling, the
opponent must achieve a pin against the creature.

Skills: Weasels have a +4 racial bonus on Move Silently
checks and a +8 racial bonus on Balance and Climb checks. They use
their Dexterity modifier for Climb checks. A weasel can always choose
to take 10 on a Climb check, even if rushed or threatened.

Some varieties of these seagoing mammals are
among the largest animals known. Relatively small whales (such as the
orca presented here) can be vicious predators, attacking virtually
anything they detect.

Blindsight (Ex): Whales can “see” by emitting
high-frequency sounds, inaudible to most other creatures, that allow
them to locate objects and creatures within 120 feet. A silence spell
negates this and forces the whale to rely on its vision, which is
approximately as good as a human’s.

Hold Breath (Ex): A whale can hold its breath for a
number of rounds equal to 8 x its Constitution score before it risks
drowning.

Skills: A whale has a +8 racial bonus on any Swim check
to perform some special action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight
line. *A whale has a +4 racial bonus on Spot and Listen checks. These
bonuses are lost if its blindsight is negated.

Combat

A favorite tactic is to send a few individuals
against the foe’s front while the rest of the pack circles and attacks
from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can
attempt to trip the opponent (+1 check modifier) as a free action
without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival
checks when tracking by scent.

These creatures are similar to badgers but are bigger,
stronger, and even more ferocious.

Combat

Rage (Ex): A wolverine that takes
damage in combat flies into a berserk rage on its next turn, clawing
and biting madly until either it or its opponent is dead. It gains +4
to Strength, +4 to Constitution, and –2 to Armor Class. The creature
cannot end its rage voluntarily.

Skills: Wolverines have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed
or threatened.